Shinobi Clans Rulebook

Total Page:16

File Type:pdf, Size:1020Kb

Shinobi Clans Rulebook SHINOBI CLANS RULEBOOK CREDITS PLAYTESTERS SPECIAL THANKS Last Updated: August 8th, 2014 Robert Aigner, Iain Anderson, Claudia Ozzy Beck, Jason L Blair, Seth Ben Ezra, Andy Version 1.0 CONCEPT AND GAME DESIGN Arndt-Dont, Rob Boyle, Berianne Bramman, Kitkowski, Eric Lang, Robert Pfaff, Daniel Solis, Jürgen Mayer Thomas Brandl, John Brudenell, Nick Jeff Tidball, cardmarket.eu. Caputi, Marisa Castengera, Davidson Cole, EDITING Jan Christgau, Matteo Colaianni, Frank FIRST PRINTING BY Rob Boyle, Davidson Cole Disselkamp, Sabina Dzafi c, Oliver Erhardt, POSTHUMAN STUDIOS, MARCH 2014 Contact us at Susanne Finger, Isabel Fischer, Paul Foster, ARTWORK Eric Geiger, Dino Gheri, Mason Hoffos, Basti Contact us at [email protected] Nen Hofmann, Patrick Jansen, Ingmar Juhnke, [email protected] or via Adam Jury, Reid Kleiner, Seth Larson, Andi http://shinobiclans.com or search your favorite or via http://shinobiclans.com LAYOUT AND GRAPHIC DESIGN Lintzmaier, Peter Lohse, Thomas Lorenz, social network for “Shinobi Clans” Adam Jury Michael May, Johannes Mayer, Tikki Nagual, or “Posthuman Studios” or search your favorite social network for “Shinobi Clans” Jacob Norwood, Thor Olavsrud, János Palágyi, ICON DESIGN Robert Pfaff, Chris Riemer, Sam Pim, Schänder, © 2014 Jürgen Mayer. All rights reserved. or “Posthuman Studios” Marisa Castengera Frank Schmid, Uwe Schüller, Monina Schwarz, Shinobi Clans is a trademark and/or registered Rhett Skubis, Holger Sonnberger, Vic Thorris, trademark of Jürgen Mayer in the United LOGO DESIGN Wolfgang Tretter, Kevin Van Den Elzen, States and/or other countries. Produced under Tiara Lynn-Agresta Edmund Wasinger, Stefan Will, Jaqui Wujec license by Posthuman Studios LLC. GAME BACKGROUND CARD TYPES In Shinobi Clans, every player takes on the role of a ruthless and cunning ninja clan Assassins: Specialists: Used to help fulfi ll leader. Using ninjas from your clan and weapons from your arsenal, you will choose Used to attack Targets. both Assassination and Guard whether to assassinate or guard certain targets. For each successful assassination or Contracts. defense of a target, your clan earns gold. e player that earned the most gold for their clan at the end of the game is the winner. Weapons: Increase a ninja’s Guardians: power or decrease the power Used to protect Targets. of their opponents. GAME MATERIAL Targets: 5 Target cards (red back) 1 Starting Player token Meddlers: Infl uential people Ninjas guard or that pull strings behind the 5 Reward cards (yellow back) 1 First Pick token assassinate them for scenes, impacting Contract 87 Battle cards (black back) 50 Contract tokens (5 sets of 10) rewards. rewards. 40 Gold tokens 3 Tip cards x Events: One-time effects that Rewards: are immediately discarded Gold that ninjas earn for once the effect is resolved. successful Contracts. CARD DIAGRAMS Card Type Auxiliary Power symbols help you Card Name quickly identify cards in your hand. Guardian Card: Grandmaster Card: Guardian Assassin Card: Grandmaster Assassin Card: Weapon card: Shuriken card: Weapon Meddler card: Thief card: Meddler Guardian Blue symbols and placement on the left are associated Assassin Guardian Assassin Guardian Assassination Power with Guardians. Power Power Power Contract Gold Contract Gold Red symbols and placement on the right with Assassins. Modifi cation Modifi cation 2 GAME BACKGROUND • GAME MATERIAL • CARD DIAGRAMS CARD TYPES 3 TARGET PHASE GAME PREPARATION Choose a starting player by having each draw a reward card. A set of Contract tokens At the start of each round, shu e all 5 Target cards, then Whoever draws the highest gold value is the starting player and stays with a player during randomly draw 3 Target cards (4 Target cards for 5-player the whole game. receives the Starting Player token. Players return the reward games) and place them face up on the table. en, shu e all 5 ey are never discarded Reward cards and randomly draw 3 Reward cards (4 Reward cards a erwards. or given away. cards for 5-player games). Place one Reward card under each Each player receives a complete set of Contract tokens, used Targets and Rewards after the Target Phase Target card with the gold symbols visible. in each round of the game. A set of tokens consists of both an Guardian Contract tokens have a blue banner on the Assassination and a Guardian contract for each of the 5 targets: le . Assassin Contract DRAW PHASE: Shogun, Old Ninja Master, Daimyo, Merchant, and Ronin. tokens have a red banner Each player’s set has a di erent color on the back of the tokens. on the right. BASIC DRAFT Shu e the Battle cards and place them face down as the draw Battle cards have black At the start of each round, players are dealt a number of pile. e discard pile will go next to the draw pile. backs and include cards randomly. These cards are the start of each player’s If the draw pile is empty at any time, all cards in the discard Assassins, Guardians, hand. The rest of their hand is obtained through drafting. pile are shu ed into a new draw pile. Targets and Rewards Specialists, Meddlers, never go into the draw or discard pile. Weapons, and Events. A DEAL FIRST CARDS e game is now ready to begin. In Round 1, deal 4 Battle cards to each player, face down. In Round 2, deal 2 Battle cards each. In Round 3, do not deal Contract Front Contract Front Contract Back —Guardian —Assassin any Battle cards. Players are allowed to look at their cards. B DEAL DRAFT CARDS Keep the dra cards separate from the player’s hand until dra ing is complete. In Round 1, deal 6 Battle cards to each player, face down. In Round 2, deal 8 Battle cards to each. In Round 3, deal 10 Battle cards to each player. C DRAFTING ROUND SEQUENCE Each player selects one of the dra cards to keep for their hand and places it on the table in front of them, face down. en they pass the remaining dra cards to the next Shinobi Clans is played over three rounds. e player who has the most gold at the player; this happens simultaneously for each player. Players continue picking one card at conclusion of round 3 is the winner. at a time until all of the dra cards have been picked. en each player adds the dra ed cards to their hand. Every round consists of ve consecutive phases: In Round 1, players pass the remaining cards to the le (clockwise). In Round 2, 1. Target Phase players pass to the right (counter-clockwise). In Round 3, players pass to the le again. 2. Draw Phase (Basic Dra or Advanced Dra ) 3. Contract Phase D DISCARD Each player must discard down to 10 cards (necessary in case they retained cards in 4. Ninja Phase their hand from the previous round). 5. Battle Phase 4 GAME PREPARATION • ROUND SEQUENCE ROUND SEQUENCE TARGET PHASE, DRAW PHASE: BASIC 5 DRAW PHASE: ADVANCED DRAFT IN ROUNDS 2 AND 3 ADVANCED DRAFT OPTIONAL It is possible a player has le over cards in their hand from the previous round. If so, at the beginning of the advanced draw phase, the player places these cards face up e advanced dra rules are for experienced players and add an open card dra to the on the table directly in front of them. Each time a player with le over cards is required to game. is allows for a more strategic game because players can try to deduce their pick a card from the dra pool, they can alternatively choose to select one of their own opponents’ game plans from their card dra choices. To employ the advanced dra cards from the previous round. Players cannot pick le over cards from another player. rules, use the following rules instead of the basic dra rules. When dra ing with cards le over from a previous round, there may be cards remaining in the dra pool a er each player has picked two cards. In this case, discard any cards A FIRST DRAFTING PASS remaining in the dra pool. At the beginning of the advanced draw phase, the player with the Starting Player token A er the h dra ing pass, when every player has picked 10 cards for the round, receives the First Pick token. e First Pick token is passed from player to player during discard any le over cards from the previous round still in front of any players. the draw phase. Draw a number of cards from the draw pile equal to twice the number of players: 6 cards for 3 players, 8 cards for 4 players, 10 cards for 5 players. Place the drawn cards CONTRACT PHASE in the middle of the table, face up and side by side. ese cards are called the dra pool. Each player secretly chooses 2 Contract tokens and places Place the selected Contract Beginning with the player who has the First Pick token and then continuing le tokens so that they are them face down in front of them. Any combination is (clockwise), each player chooses one card from the dra pool and puts it into their hand clearly separated from the (place them face down in front of you). You can look at your own cards at any time. e allowed except an Assassination and Guardian contract on rest of your tokens. nal player to pick their rst card then immediately chooses a second card, a er which the same Target. Players are allowed to the dra moves right (counterclockwise) until each player has chosen a total of two At the end of the round, players earn gold for successful look at their own Contract tokens at any time.
Recommended publications
  • Shinobi Notebook #3
    Shinobi Notebook #3 http://passaic-bujinkan-buyu.setech-co.com Ninja Training The Togakure Ryu Ninpo, established approximately eight hundred years ago, is now in its 34th generation. The Ryu (style) exists today under the Bujinkan Association dedicated to teaching effective methods of self protection and promoting the self development and awareness of its members. Due to the stabilized nature of contemporary Japanese government and judicial systems, the Togakure ninja ryu no longer involves itself directly in combat or espionage work. Previous to the unification of Japan during the 16th century; however, it was necessary for Togakure ninja to operate out of south central Iga Province. At the height of the historical ninja period, the clan’s ninja operatives were trained in eighteen fundamental areas of expertise, beginning with this “physic purity” and progressing through a vast range of physical and mental skills. The eighteen levels of training were as follows: 1. Seishin Teki Kyoyo: Spiritual Refinement. 2. Taijutsu: Unarmed combat. Skills of daken-taijutsu or striking, kicking and blocking; jutaijutsu or grappling, choking and escaping the holds of others, and taihenjutsu or silent movement, rolling, leaping and tumbling assisted the Togakure ninja in life threatening, defensive situations. 3. Ninja Ken: Ninja Sword. Two distinct sword skills were required, “Fast draw” techniques centered around drawing the sword and cutting as a simultaneous defensive or attacking action. “Fencing” skills used the drawn sword in technique clashes with armed attackers. 4. Bo-Jutsu: Stick and staff fighting. 5. Shuriken-Jutsu: Throwing blades. Throwing blades were carried in concealed pockets and used as harassing weapons.
    [Show full text]
  • Budotaijutsu/Ninjutsu Terms
    BudoTaijutsu/Ninjutsu Terms Here is a short list of terms and their meanings. This list will be added as time goes, so ask you instructor for updates. Aite- Opponent Ganseki Nage- throwing the big rock Anatoshi- Trapping Garami- Entangle Ashiko- Foot band with spikes Gawa-Side Ate- Strike Gedan Uke- Low block Bujutsu- Horsemanship Genin- beginning ninja Barai- Sweep Genjutsu- Art of illusion Bisento- Long battlefield halberd Geri- Kick Bojutsu- Bostaff fighting Gi- Martial arts uniform Bo Ryaku- Strategy Godai- Five elements Boshi Ken- Thumb strike Gokui- Secret Budo- Martial way Gotono- using natural elements for Budoka- Student of the martial way evasion Bugie- Martial arts Gyaku- reverse Bujin- Warrior spirit Hai- Yes Bujutsu- Martial arts techniques Haibu Yori- From behind Bushi- Warrior Hajime- Begin Bushido- Way of the warrior Hajutsu- escaping techniques Chi- Earth Han- Half Chi Mon- Geography Hanbo- 3 foot staff Cho Ho- Espionage Hanbojutsu- 3 foot staff fighting Chu- Middle Happa Ken- One handed strike Chunin- Intermediate ninja Hasso- Attack Daisho- Pair of swords Heiho- Combat strategy Daito- Large sword Henka- Variation Dakenjutsu- Striking, kicking, blocking Hensojutsu- Disguise and impersonation Do- Way arts Dojo- training hall Hicho- flying bird Doko- Angry tiger Hidari- Left Dori- To capture or seize Hiji- Elbow Empi- Elbow strike Hiki- Pull Fu- Wind Hishi- Dried water chestnut caltrops Fudo Ken- immovable fist Hodoki- escapes Fudoshin- Immovable spirit Hojo- Bind, tie up Fudoza- Immovable seat Hojutsu- Firearm arts Fukiya-
    [Show full text]
  • Object of the Game As Leader of Your Clan You Try to Earn As Many Prestige Points As Possible
    A board game for 2 to 5 cunning clan leaders, ages 14 and up Japan, 1605 – Hidetada Tokugawa has succeeded his father as the new Shogun, ruling from the great city of Yedo. This is the opportunity our clan has been looking for. Our chance at power and glory. Our clan will prove ourselves to be indispensable to the new Shogun. We will work from the shadows to acquire information about our rival clans. We will kidnap those who might oppose our ascent and assassinate those who prove a threat. We will use cunning to prevent our adversaries from doing the same to us. We will find glory and honor in the eyes of this new Shogun, or failing that we will end his rule by any means necessary. Boldness may win the day, but we must choose our missions carefully. In Yedo, eternal glory and painful disgrace are two sides of the same coin. Yedo: Rule from the Shadows object of the game As leader of your Clan you try to earn as many Prestige Points as possible. You mainly gain Prestige Points by com- pleting Mission Cards, by activating Disciples at certain locations on the game board, and by having fulfilled the tasks of Bonus Cards at the end of the game. Each player counts his Prestige Points by moving his own Marker along the Score Track on the game board. Components 40 Weapons (5 of each) Doku Fukiya Katana Metsubushi Nawa Shuko Shuriken Yumi back (Poison) (Blowgun) (Sword) (Smoke bombs) (Rope) (Fighting claws) (Throwing stars) (Bow) 1 game board The game board depicts the town of Yedo with its 7 Districts: b A B C D E 1 The Castle District (Edo-Jo)
    [Show full text]
  • Enciclopedia Delle Illustrata Delle Armi Bianche
    Enciclopedia delle illustrata delle armi bianche Abbasi Versione del Rajput della spada lunga indiana con lama rinforzata da nastri di metallo perforato. La Abbasai Talwar è una sciabola del Punjab. Accetta (vedi anche Scure); (Ing. Battle-axe; fr. Hache d'armes; ted. Streitaxt) Piccola scure molto in uso in Europa centro-orientale nel 1500-1600. A e B: Accetta; C e D: Scure d'arme; E: Accetta alla siciliana; F: Steigerhacke; G: Scure del guastatore. L’accetta alla siciliana è molto lavorata ed era arma cerimoniale nel 1600-1700. La Steigerhacke era arma cerimoniale dei minatori tedeschi e svedesi dal 150 al 1700. (Immagine di C. De Vita) 1 Enciclopedia delle illustrata delle armi bianche Achico Tipo di bolas con tre palle. Acinaces (meglio Akinakes) Corta spada persiana (500 a. Cr.) originaria degli Sciti (ricostruzione di fantasia). Aclys Corto giavellotto romano Adarga Arma che pare fosse usata dai nel 1400 dagli arabi; era formata da uno scudo con una lama infissa perpendicolarmente su di esso e dall’impugnatura formata da due 2 Enciclopedia delle illustrata delle armi bianche lance contrapposte. Agny Astra Specie di razzo incendiario lanciato da un tubo di bambù, in uso presso gli antichissimi Hindu. Ahir Corta spada ricurva dei Mahratta (immagine di una riproduzione di fantasia). Ahlspiess Quadrellone munito di ampio disco di arresto alla base del ferro; in uso in ambiente tedesco nel 1400. Aikuchi, Kusungobu La parola aikuchi indica una particolare montatura del coltello giapponese, senza guardia con lama lunga 0,95 piedi (cm. 27,5 circa) e di solito senza nastratura con in vista la pelle di razza e le borchie (menuki).
    [Show full text]
  • Samurai Vs Ninja
    In feudal Japan (1185-1868), two kinds of fighters roamed the island nation— the NOBLE SAMURAI and the SNEAKY NINJA. Which would win in a one-on-one battle? LET’S FIND OUT! MAIN WEAPONS— PROTECTIVE ONE LONG SWORD HELMET (KATANA) AND ONE (KABUTO) SHORT SWORD (WAKIZASHI) LONG BOW (YUMI) SAMURAI were well-educated, upper-class warriors closely tied to the nobility. To set a MASK (MENGU) TO good example for the lower classes, these FRIGHTEN ENEMIES men followed a code called bushido, which emphasized loyalty and honor. Samurai helped establish Japanese traditions such as the tea ceremony, single-color ink paint- ing, rock gardens, and poetry. When fight- ing, a samurai had to follow certain rules: He had to select one opponent, announce ARMOR (GUSOKU) his challenge aloud, and then list his fam- FOR PROTECTION AND TO IDENTIFY ily history—all before he could attack! CLAN AFFILIATION SAMURAI s V NINJA SAMURAI s V NINJA DARTS AND STAR- SHAPED DISKS (SHURIKEN) FOR IRON DEVICE NINJA followed only one rule—keep THROWING (SHUKO) their existence secret. These men and FOR CLIMB- ING WALLS women often worked as assassins or spies and were unashamed to resort to SHARPENED METAL sneak attacks, backstabs, and poison. WAR FAN (TESSEN) Most ninja came from the lower classes, FOR BOTH ATTACK AND DEFENSE practicing skills such as stick fighting, knife throwing, and how to disguise themselves. Because they were so mys- ROPE AND GRAPPLING HOOK (KAGINAWA) terious, some people believed that ninja could walk on water, turn themselves SMOKE BOMBS invisible, or control the elements.
    [Show full text]
  • Bushido-Breaker-Rules.Pdf
    1 1 2 3 4 5 6 VS. @ = 7 Action Cards Breakdown 8 All actions are completed orthogonally or at your location. Ninja Samurai Kunai (1 use): kill a Katana (1 use): counter targeted samurai at the Kunai and kill the ninja at same location. the same location. Blocks Shuriken if your samurai is the target it was meant for, but doesn’t notice or kill the ninja. Sabotage Alarm Check Alarm (infinite (infinite uses): flip location uses): notice the ninja’s card over. This alarm is attempt to Sabotage now disabled. Alarm in your location. Move (infinite uses): move Check Exits (infinite uses): to adjacent location. Can notice the ninja leaving only be used 2 turns in a your location. Ninja must row. reveal where he moves. Shuriken (1 use): kill the Yumi (1 use): counter and targeted samurai at an kill the ninja who attempts adjacent location. to use Shuriken against you. Hide (infinite uses): remain Search Room (infinite uses): in your location. Can only notice ninja’s attempt to be used 2 turns in a row. Hide in your location. Smoke Bomb (1 use): use Move (infinite uses): after your action if you move samurai to adjacent will otherwise be killed or location. Move also captured. dodges Shuriken. 9 Special Cards Breakdown Move Diagonally is the only special that is done diagonally. Ninja Samurai Shurikens (1 use): throw Reinforcements (1 use): a Shuriken at 2 adjacent place 2 addition samurai locations. Can be anywhere except Shogun’s countered by Yumi from Chamber. This card is only either target or dodged if possible when there are 4 your target moves.
    [Show full text]
  • Regel-Erweiterungen, Rüstungen, Waffen Und Ausrüstung Für Rollen-Spiele
    Die×eú ÀaÒdbÙª i­ eiÒ ÎeÖ×Ùª¸ die Ïa«eÒ ÙÒd Êü­ÙÒgeÒ¸ die iÒ deÒ iÑ ÄiØeÖaØÙÖÚeÖÞeiªÒiú aÙfgefühÖØeÒ ÊegeÐÛeÖkeÒ¸ AÖØikeÐÒ ÙÒd Æaª¹ תÐageÛeÖkeÒ aÙfØaÙªeÒ¸ ÞÙ×aÑÑeÒÞÙfa¬eÒ¸ ÞÙ beתÖeibeÒ¸ ÙÒd × iÒÒÚÓÐÐ ÞÙ eÖgäÒÞeÒº Die ×ÔieÐeÖiתeÒ GÖÙÒdÖegeÐÒ beÞieheÒ ×iª aÙf die ÞÛeiØe AÙfÐage deÖ AD eØ D ÀaÒdbüªeÖº AÒgefaÒgeÒ haØ eú ½988 aÙú deÑ BedaÖf heÖ¹ aÙú eiÒige Ïa«eÒ kÐaÖ ÞÙ defiÒieÖeÒ¸ deÒÒ ÙÒØeÖ eiÒeÑ ËªÛeÖØ kÓÒÒØe ×iª ÒÓª jedeÖ ÌeiÐÒehÑeÖ aÒ eiÒeÖ ËÔieÐÖÙÒde eØÛaú ÚÓÖ­eÐÐeÒº EiÒe BaÖdi¹ ªe beÛiÖkØe abeÖ ×ªÓÒ eiÒ gÖÓeú FÖageÞeiªeÒ iÒ deÒ Ge× iªØeÖÒº DeÙØתe ÏöÖØeÖbüªeÖ ÙÒd ÄeÜika ÛaÖeÒ aÙª ÒiªØ ×ehÖ hiÐfÖeiª¸ deÒÒ aÐÐeú Ûaú ÑiØ Ïa«eÒ ÞÙ×aÑÑeÒhäÒgØ ×ªeiÒØ ×Ý­eÑaØiת eÐiÑiÒieÖØ ÛÓÖdeÒ ÞÙ ×eiÒº ËÓ habe iª aÐ×Ó aÒgefaÒgeÒ ÞÙ ÖeªeÖªieÖeÒ ÙÒd ÑeiÒe EÖkeÒÒØÒi¬e ÞÙ ÈaÔieÖ bÖiÒgeÒº ËeiØdeÑ Û䪭 die×eú ÏeÖk ­äÒdig¸ deÒÒ jedeúÑaÐ ÛeÒÒ iª übeÖ eiÒe ÁÒfÓÖÑaØiÓÒ ­ÓÐÔeÖe die ÑiÖ × iÒÒÚÓÐÐ eÖתeiÒØ hieÖ eiÒÞÙfÐieeÒ¸ daÒÒ ÛiÖd ×ie haÐØ eiÒgebaÙظ aÙª ÛeÒÒ die×eÖ ÌeiÐaúÔekØ ÒÓª ÒiªØ ÚÓÐЭäÒdig ÙÒd eÖתöÔfeÒd abgehaÒdeÐØ ÛeÖdeÒ kaÒÒº Dabei i­ die×eú ÏeÖk Òaª übeÖ ½¼ ÂahÖeÒ ×Ó aÒgeÛaª×eÒ¸ da eú ÑiØ eiÒeÑ eiÒfaªeÒ ÊegeÐÛeÖk ÒiªØ ÑehÖ ÚieÐ ÞÙ ØÙÒ haØ ÙÒd die×eú aÙª ÒiªØ eÖ×e¯eÒ ×ÓÐи ×ÓÒdeÖÒ eheÖ eiÒe FÙÒdgÖÙbe füÖ ËÔieÐÐeiØeÖ daÖ­eÐÐغ ËÔieÐeÖ bÖaÙªeÒ ÒÙÖ die AúÔekØe ÞÙ Ûi¬eÒ die füÖ ihÖe ËÔieÐfigÙÖ ÖeÐaÚaÒØ × iÒdº Die Êü­ÙÒgeÒ¸ Ïa«eÒ ÙÒd GegeÒ­äÒde beÞieheÒ ×iª¸ ÑiØ AÙúÒahÑe deÖ ÑagiתeÒ ÎeÖ× iÓÒeÒ¸ die ÒÓª ÒiªØ aÐÐe gekeÒÒÞeiªÒeØ ×iÒd¸ aÙf hi­ÓÖiתe ÎÓÖbiÐdeÖº AÐÐeÖdiÒgú i­ die ÃeÒÒÞeiªÒÙÒg deÖ EÔÓªe eiÒeú GegeÒ­aÒdeú ÓdeÖ eiÒeÖ Ïa«e ÒÓª ÒiªØ dÙÖªgäÒgigº ÌÖÓ¯deÑ
    [Show full text]
  • Questions/Réponses Histoire Et Civilisation
    Réponses aux questions du TCJ15 1 9° Kyû Quelles sont les 9 écoles enseignées au sein du Bujinkan ? Togakure Ryû - Gyokko Ryû - Shinden Fudô Ryû - Kukishin Ryû - Koto Ryû - Gyokushin Ryû - Kumogakure Ry ū - Gikan Ry ū - Takagi Yôshin Ry ū Que signifie Bujinkan ? Bujinkan veut dire "maison du dieu de la guerre" mais fait aussi référence au surnom donné par les chinois à Takamatsu Sensei "wusen" qui se traduit en japonais par "bujin". Dès lors le "bujinkan" est "la maison de Takamatsu", comprendre le lieu où l'on reçoit les enseignements transmis par Takamatsu Sensei. Bujin veut aussi dire "homme de guerre, guerrier" Qu'est-ce ce que le Budô Taijutsu ? Au début des années 90s, Hatsumi sensei a renommé le "Bujinkan ninjutsu" en "Bujinkan Bud ō taijutsu" pour montrer le caractère global de son enseignement. Le "Bud ō" est l'ensemble des pratiques martiales ; et le taijutsu en est son expression corporelle avec ou sans armes. Qui est Sôke Hatsumi ? Maître Hatsumi Masaaki est le fondateur du Bujinkan. C'est le Sôke ou grand maître. Il a regroupé sous l'appellation "bujinkan" les enseignements reçus de Takamatsu Sensei. Il est né le 02 décembre 1931 à Noda (Chiba Ken, Japon). Qui est Takamatsu Sensei ? A la fin du 19°siècle, Takamatsu Toshitsugu a reçu les 9 Ryûha de son oncle Toda ShinRyûken Masamitsu et de Ishitani Matsutaro. Après une vie aventureuse en Chine au début du 20°siècle (il y restera dix ans), il rentre au Japon à Kobe. Il est reconnu comme un expert en art martiaux de son vivant.
    [Show full text]
  • 1407795834359.Pdf
    Covering the Paleolithic to the Age of Sail, GURPS Low-Tech is your guide to TL0-4 equipment for historical adventurers, modern survivalists, post-apocalypse survivors, and time travelers. It surveys current historical and archaeological research to present accurate gear, including: • Weapons. Stone axes, steel blades, muskets, and heavy weapons (from catapults to cannon) to grant a fighting edge whether you face bears, phalanxes, or high-seas pirates. • Armor. Pick coverage, quality, and materials (even exotica like jade!) to suit your budget, and then calculate protection, weight, impact on stealth, and more. • Transportation. Travel aids such as skis and floats; riding gear for horses, camels, and elephants; and vehicles ranging from oxcarts and rafts to war wagons and low-tech submarines. • Survival Gear. Simple tools and local materials to let you find your way, stay warm and dry, and feed yourself in the wilderness. • Tools. Everything you need to gather basic resources, craft finished goods, work in the literate professions, spy, or thieve. • Medicine. Treat illness and injury with herbs, acupuncture, and surgery. GURPS Low-Tech requires the GURPS Basic Set, Fourth Edition. The information on real-world equipment is useful for any campaign set prior to 1730, as well as historical fantasy. By William H. Stoddard, with Peter Dell’Orto, Dan Howard, and Matt Riggsby Edited by Sean Punch Cover Art by Bob Stevlic Illustrated by Alan Azez, Eric J. Carter, Igor Fiorentini, Angela Lowry, Matthew Meyer, Rod Reis, and Bob Stevlic 1ST EDITION, 1ST PRINTING PUBLISHED DECEMBER 2010 ISBN 978-1-55634-802-0 Printed in $29.99 SJG 01-0108 the USA Written by WILLIAM H.
    [Show full text]
  • Yedo Rules Final Draft.Pdf
    A board game for 2 to 5 cunning Clan leaders, ages 14 and up Japan, the year 1605. Hidetada Tokugawa succeeds his father as Shogun. He rules the country from Yedo, the city known today as Tokyo. As a Clan leader, your goal is to gain favor with the new shogun and achieve more fame than your rivals. There are several ways to reach your goal. Will you try to complete as many glorious missions as possible, influence the Shogun during private audiences, or buy lots of luxury goods from the European merchants? It is all up to you! But beware of fateful events, ambushes, and watch patrols that challenge your wit and serenity... So gather your disciples and enter the gates of Yedo! Object of the game As leader of your Clan you try to earn as many Prestige Points as possible. You mainly gain Prestige Points by complet- ing Mission Cards, by activating Disciples at certain locations on the game board, and by having fulfilled the tasks of Bonus Cards at the end of the game. Each player counts his Prestige Points by moving his own Marker along the Score Track on the game board. CHAPTER NAME - SECTION NAME 2 Components Double- sided Game Board The two sides of the game board are functionally identi- cal. When setting up the game, simply select the side that pleases you more aesthetically. The game board depicts the town of Yedo with its 7 Districts: 1. The Castle District (Edo-Jo) 2. The Gates District (Takanawa Okido) 3. The Tavern District (Juku) 4.
    [Show full text]
  • Ninja Skills (Pdf)
    NINJA Skills NINJA Skills The Authentic Ninja Training Manual Antony Cummins “One who acts on principles, that is what a ninja should be.” Bansenshūkai, Fujibayashi-sensei, 1676 Contents A Note on Terminology Introduction THE LESSONS Fundamental Concepts Infiltration Skills Climbing Skills Escape and Hiding Skills Night Attack Skills Defensive Skills Communication Skills Aquatic Skills Scouting Skills Skills for Capturing Criminals Fire Skills Skills of Heaven Mystical Skills Skills of the Mind Appendix I: Shinobi Scrolls Appendix II: Military Tactics and the Seven Military Classics Selected Bibliography Acknowledgements About the Author About the Artists Also from Watkins A NOTE ON TERMINOLOGY The term ninja is correctly interpreted as shinobi no mono (shinobi carries the connotation of “hiding” and mono means “person”). This is often contracted to shinobi. The skill of ninjutsu is correctly spoken as shinobi no jutsu, “the arts of the shinobi”. These are the terms used in the historical scrolls on which this book is based and so these are the terms used here. Introduction THE WORLD OF THE SHINOBI Spanning a millennium, from the 9th to the 19th century, the age of the samurai was a glorious chapter in the chronicle of Japan. The samurai observed a refined and precise etiquette in all their activities, from the taking of tea to the taking of enemy heads. This emphasis on the “right way” of doing things continues to exert a powerful influence in modern Japanese culture. Nestled within a samurai force, yet standing apart from it, lurked the shadowy shinobi, the infamous ninja agent. He was the commando, the spy, the betrayer.
    [Show full text]
  • GURPS Dungeon Fantasy 12: Ninja Can Be Found a T
    TM Written by PETER V. DELL’ORTO Edited by NIKOLA VRTIS Illustrated by GUY BURWELL, RICK HARRIS, and DAN SMITH An e23 Sourcebook for GURP S® STEVE JACKSON GAMES ® Stock #37-0321 Version 1.0 – August 2010 CONTENTS I NTRODUCTION . 3 NINJA TOOLS . 15 Dungeon Fantasy Campaigns and This Book . 3 Equipping the Ninja . 15 About the Author . 3 NINJA CHEMICALS . 16 Poisons . 16 1. NINJA SECRETS . 4 Powders . 16 WHO ARE THE NINJA ?. 4 NINJA SUIT . 16 Ninja Clans . 4 Ninja Suit Options . 16 NINJA TRAINING . 4 NINJA ARTIFACTS AND MAGIC ITEMS . 17 Ninja Training Abilities . 5 Ninja Perk: Dual Ready . 6 INDEX . 20 Ninja Ability Table . 7 Advantages . 7 Disadvantages . 7 Skills . 7 About GURPS TEMPLATE AND LENSES . 8 Steve Jackson Games is committed to full support of GURPS players. Our Ninja . 8 address is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include a self- Lenses for Ninja . 8 addressed, stamped envelope (SASE) any time you write us! We can also be The Assassin (250 points) . 9 reached by e-mail: [email protected] . Resources include: Becoming a Ninja . 11 New supplements and adventures. GURPS continues to grow – see what’s 2. NINJA GEAR . 12 new at www.sjgames.com/gurps . WEAPONS . 12 e23. Our e-publishing division offers GURPS adventures, play aids, and Ninja Weapon Modifier . 13 support in PDF form . digital copies of our books, plus exclusive material Hook . 13 available only on e23! Just head over to e23.sjgames.com . Pyramid (www.sjgames.com/pyramid ). Our monthly PDF magazine includes new rules and articles for GURPS , systemless locations, adventures, and much more.
    [Show full text]